Game Pauses: Difference between revisions

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== Relations ==
== Relations ==
[[Real-Time Games]]
[[Unwinnable Games]]
[[Drop-In/Drop-Out]]
[[Left 4 Dead series]]
[[Time Limits]]
[[Tension]]
[[Casual Gameplay]]
[[Avatars]]
[[Algorithmic Agents]]
[[Turn-Based Games]]
[[Stimulated Planning]]
[[AI Players]]
[[Freedom of Choice]]
[[Cutscenes]]
[[Single-Player Games]]
[[Inventories]]
[[Transferable Items]]
[[Framed Freedom]]
[[Temporal Consistency]]
[[Always Vulnerable]]
[[Ubiquitous Gameplay]]
[[Interruptibility]]
[[Negotiable Play Sessions]]
[[Social Adaptability]]
[[Downtime]]
[[Attention Demanding Gameplay]]
[[Game Time Manipulation]]


=== Can Instantiate ===
=== Can Instantiate ===

Revision as of 19:28, 15 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Real-Time Games Unwinnable Games Drop-In/Drop-Out Left 4 Dead series Time Limits Tension Casual Gameplay Avatars Algorithmic Agents Turn-Based Games Stimulated Planning AI Players Freedom of Choice Cutscenes Single-Player Games Inventories Transferable Items Framed Freedom Temporal Consistency Always Vulnerable Ubiquitous Gameplay Interruptibility Negotiable Play Sessions Social Adaptability Downtime Attention Demanding Gameplay Game Time Manipulation

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Game Pauses that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements

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